Background for Skyrim SE

The Actor Script

    The Actor script is a part of Skyrim SE’s Papyrus scripting ecosystem. It is included with the base game, and is extended/modified by modded sources such as Skyrim Script Extender x64 (SKSE).

    For this script, the Papyrus index knows about:

    • 19 events
    • 223 functions
    • 8 properties


    Inheritance Tree

    ScriptExtended By

    Properties

    • sksevanilla

      • intcritstage_none=0
      • intcritstage_goostart=1
      • intcritstage_gooend=2
      • intcritstage_disintegratestart=3
      • intcritstage_disintegrateend=4
      • intequipslot_default=0
      • intequipslot_righthand=1
      • intequipslot_lefthand=2

      Events

      Functions

      • voidfunctionModFavorPoints(intiFavorPoints=1)

        DEPRECATED - use MakePlayerFriend() instead
        replacement for ModFavorPoints
        if iFavorPoints > 0, will setRelationshipRank to 1 if 0
        otherwise, won't do anything

      • voidfunctionModFavorPointsWithGlobal(GlobalVariableFavorPointsGlobal)

        also DEPRECATED

      • voidfunctionMakePlayerFriend()

        Convenience function that makes the actor a friend of the player, if allowed.

      • voidfunctionAddPerk(PerkakPerk)Native

        Adds the specified Perk to this actor.

      • boolfunctionAddShout(ShoutakShout)Native

        Adds the specified Shout to this actor. Does not teach or unlock any of the words in the shout. This function is also silent -- there are no Story Manager or statistics tracking events fired.

      • boolfunctionAddSpell(SpellakSpell, boolabVerbose=true)Native

        Adds the specified Spell to this actor.

      • voidfunctionAllowBleedoutDialogue(boolabCanTalk)Native

        Allows this essential actor to speak with the player during bleedout (normally they can't).

      • voidfunctionAllowPCDialogue(boolabTalk)Native

        Flags this actor as being able to talk to the player or not (overrides the race flag).

      • voidfunctionAttachAshPile(FormakAshPileBase=NONE)Native

        Attaches an "ash pile" to the actor using the specified base object. Basically it's an object dropped at the actor's feet which cannot be picked up or moved by the player and, when activated, passes the activation onto the actor.

      • boolfunctionCanFlyHere()Native

        Can this actor fly here?

      • voidfunctionClearArrested()Native

        Clears this actor's arrested state.

      • voidfunctionClearExpressionOverride()Native

        Clears any expression override on this actor, letting the dialogue, AI, and other systems manage this actor's expression again.

      • voidfunctionClearExtraArrows()Native

        Clear any extra arrow 3D from an actor that occurred from being shot with arrows.

      • Clears an actor's obligation (set by Actor.SetForcedLandingMarker(...)) to use a particular marker when this actor has to land. Just an alternate way of setting the forced landing marker to None.

      • voidfunctionClearKeepOffsetFromActor()Native

        Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)

      • voidfunctionClearLookAt()Native

        Clears this actor's script-forced look-at target.

      • voidfunctionDamageActorValue(stringasValueName, floatafDamage)Native

        Applies damage to the specified actor value on this actor.

      • voidfunctionDamageAV(stringasValueName, floatafDamage)

        Alias for DamageActorValue - damages the specified actor value

      • boolfunctionDismount()Native

        Forces the actor to dismount.

      • voidfunctionDispelAllSpells()Native

        Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or constant effect enchantments, or addictions.

      • boolfunctionDispelSpell(SpellakSpell)Native

        Will dispel all magic effects from this actor that came from the given spell.

      • voidfunctionDoCombatSpellApply(SpellakSpell, ObjectReferenceakTarget)Native

        Adds the specified Spell to the target actor from this one as the caster. Use this instead of Actor.AddSpell(...) to apply a spell in combat so that die rolls and other appropriate events can occur (such as applying a disease through a spell).

        If you want an actor to hit another actor with a spell (regardless of where they are on the battlefield), use this in combination with a Target Actor spell (range doesn't matter).

      • voidfunctionEnableAI(boolabEnable=true)Native

        Enables or disables this actor's AI.

      • voidfunctionEndDeferredKill()Native

        Removes the actor from a Deferred Kill state. If the actor's health went below zero or the actor was killed for any other reason while in the Deferred Kill state, the actor will die when this is called. Call this after first calling Actor.StartDeferredKill().

      • voidfunctionEquipItem(FormakItem, boolabPreventRemoval=false, boolabSilent=false)Native

        Forces this actor to equip the specified item, preventing removal if requested.

      • voidfunctionEquipShout(ShoutakShout)Native

        Forces this actor to equip the specified shout.

      • voidfunctionEquipSpell(SpellakSpell, intaiSource)Native

        Forces the actor to equip the specified spell in the specified source.

      • voidfunctionEvaluatePackage()Native

        Forces this actor's AI to re-evaluate its package stack.

      • voidfunctionForceActorValue(stringasValueName, floatafNewValue)Native

        Forces the specified actor value to the passed-in value.

      • voidfunctionForceAV(stringasValueName, floatafNewValue)

        Alias for ForceActorValue - force the specified actor value to a specified value

      • Gets the ActorBase of the actor.

      • floatfunctionGetActorValue(stringasValueName)Native

        Gets the specified actor value from the actor.

      • floatfunctionGetActorValueMax(stringasValueName)Native

        Obtains the actor value's current maximum (taking into account buffs and debuffs).

      • floatfunctionGetActorValuePercentage(stringasValueName)Native

        Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).

      • floatfunctionGetAV(stringasValueName)

        Gets the specified actor value from the actor.

      • floatfunctionGetAVMax(stringasValueName)

        Alias of GetActorValueMax - retrives actor value's max, taking into account buffs/debuffs

      • floatfunctionGetAVPercentage(stringasValueName)

        Alias for GetActorValuePercentage - gets the actor value as a percent of max

      • floatfunctionGetBaseActorValue(stringasValueName)Native

        Gets the base value of the specified actor value from the actor.

      • floatfunctionGetBaseAV(stringasValueName)

        Alias for GetBaseActorValue - retrieves the specified actor value's base value

      • intfunctionGetBribeAmount()Native

        Returns the amount of gold required to bribe this actor.

      • FactionfunctionGetCrimeFaction()Native

        Obtains the Faction this actor reports it's crimes to.

      • intfunctionGetCombatState()Native

        Gets the actor's current combat state.

      • ActorfunctionGetCombatTarget()Native

        Obtains the actor this actor is currently in combat with.

      • PackagefunctionGetCurrentPackage()Native

        Gets the Package this actor is currently running.

      • ActorfunctionGetDialogueTarget()Native

        Obtains the actor this actor is currently in dialogue with.

      • ArmorfunctionGetEquippedArmorInSlot(intaiSlot)Native

        Obtain the armor currently equipped in the specified slot.

      • intfunctionGetEquippedItemType(intaiHand)Native

        Gets the type of item the actor currently has equipped in the specified hand.

      • ShoutfunctionGetEquippedShout()Native

        Gets the actor's currently equipped shout.

      • WeaponfunctionGetEquippedWeapon(boolabLeftHand=false)Native

        Gets the actor's currently equipped weapon.

      • ArmorfunctionGetEquippedShield()Native

        Gets the actor's currently equipped shield.

      • SpellfunctionGetEquippedSpell(intaiSource)Native

        Gets the spell the actor currently has equipped in the specified source.

      • intfunctionGetFactionRank(FactionakFaction)Native

        Gets this actor's rank in the specified faction.

      • intfunctionGetFactionReaction(ActorakOther)Native

        Get the faction-based reaction between this actor and another.

      • intfunctionGetFlyingState()Native

        Gets the current flying state of this actor.

      • Returns the ref at which this actor is obliged to land, if one was set by Actor.SetForcedLandingMarker(...) (or none, if none was set).

      • intfunctionGetGoldAmount()Native

        Obtains the amount of gold on this actor's person.

      • intfunctionGetHighestRelationshipRank()Native

        Gets the highest relationship rank this actor has.

      • ActorfunctionGetKiller()Native

        Obtains the actor that killed this one. If this actor isn't dead, returns None.

      • intfunctionGetLevel()Native

        Gets the actor's current level.

      • floatfunctionGetLightLevel()Native

        Get the light level of the actor

      • intfunctionGetLowestRelationshipRank()Native

        Gets the lowest relationship rank this actor has.

      • Gets the temporary ActorBase of a leveled Actor - the one generated by the game from the leveled list. If the actor is not leveled, it will simply return the base object shown in the editor.

      • boolfunctionGetNoBleedoutRecovery()Native

        Gets whether this actor is allowed to recover from bleedout. (If not, they will stay in bleed out when knocked there)

      • boolfunctionGetPlayerControls()Native

        Gets this whether this actor is being directly controlled by the player (as opposed to AI)

      • RacefunctionGetRace()Native

        Obtains this actor's Race.

      • intfunctionGetRelationshipRank(ActorakOther)Native

        Gets the relationship rank between this actor and another.

        NOTE: Relationship data is NOT stored for Templated Actors, and any scripts that would set relationship data on a Templated actor will get wiped once your game session is over (which obviously has bad implications for Save/Load).

      • intfunctionGetSitState()Native

        Gets this actor's sit state.

      • intfunctionGetSleepState()Native

        Gets this actor's sleep state.

      • floatfunctionGetVoiceRecoveryTime()Native

        Gets this actor's voice recovery time.

      • floatfunctionGetWarmthRating()Native

        Obtains the actor's current "warmth rating" (taking into account what they have equipped)

      • boolfunctionHasAssociation(AssociationTypeakAssociation, ActorakOther=NONE)Native

        Does this actor have the specified association with the specified actor? Or with anyone if no actor is passed.

      • boolfunctionHasFamilyRelationship(ActorakOther=NONE)Native

        Does this actor have a family relationship with the specified actor? Or with anyone if no actor is passed.

      • boolfunctionHasLOS(ObjectReferenceakOther)Native

        Checks to see if this actor has line-of-sight to the target object. Note that only the player can get line-of-sight to a non-actor.

        If called on the player, HasLOS clips the line-of-sight check to the camera, so HasLOS will return false if the camera cannot see the object (even if there is a clear line-of-sight outside the camera's view). Also, three picks will be made at top, middle, and bottom. If any of the picks are unobstructed then HasLOS will return true.

      • boolfunctionHasMagicEffect(MagicEffectakEffect)Native

        Checks to see if this actor is currently being affected by the given Magic Effect.

      • boolfunctionHasMagicEffectWithKeyword(KeywordakKeyword)Native

        Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.

      • boolfunctionHasParentRelationship(ActorakOther)Native

        Does this actor have a parent relationship with the specified actor?

      • boolfunctionHasPerk(PerkakPerk)Native

        Checks to see if this actor has the given Perk.

      • boolfunctionHasSpell(FormakForm)Native

        Checks to see if this actor has the given Spell or Shout.

      • boolfunctionIsAlarmed()Native

        Is this actor currently alarmed?

      • boolfunctionIsAlerted()Native

        Is this actor currently alerted?

      • boolfunctionIsAllowedToFly()Native

        Is this actor currently allowed to fly?

      • boolfunctionIsArrested()Native

        Returns whether this actor is currently arrested or not.

      • boolfunctionIsArrestingTarget()Native

        Returns whether this actor is currently arresting his target. Will always return false if called on a non-guard, or called on a non-alerted guard.

      • boolfunctionIsBeingRidden()Native

        Is this actor being ridden?

      • boolfunctionIsBleedingOut()Native

        Is this actor currently bleeding out?

      • boolfunctionIsBribed()Native

        Used to determine if this actor has been bribed by the player

      • boolfunctionIsChild()Native

        Is this actor a child actor?

      • boolfunctionIsCommandedActor()Native

        Is this actor commanded by another?

      • boolfunctionIsDead()Native

        Is this actor currently dead?

      • boolfunctionIsDetectedBy(ActorakOther)Native

        Is this actor currently detected by the other one?

      • boolfunctionIsDoingFavor()Native

        Is this actor flagged as doing a favor for the player?

      • boolfunctionIsEquipped(FormakItem)Native

        Does the actor have the specified item equipped?

      • boolfunctionIsEssential()Native

        Is this actor currently essential?

      • boolfunctionIsFlying()Native

        Returns if this actor is currently flying or not.

      • boolfunctionIsGuard()Native

        Is this actor a guard?

      • boolfunctionIsGhost()Native

        Is this actor currently flagged as a ghost?

      • boolfunctionIsHostileToActor(ActorakActor)Native

        Is this actor hostile to another actor?

      • boolfunctionIsInCombat()Native

        Is this actor currently in combat?

      • boolfunctionIsInFaction(FactionakFaction)Native

        Returns whether this actor is a member of the specified faction or not.

      • boolfunctionIsInKillMove()Native

        Is this actor currently in a kill move?

      • boolfunctionIsIntimidated()Native

        Used to determine if this actor has been intimidated by the player

      • boolfunctionIsOnMount()Native

        Is the actor on a mount?

      • boolfunctionIsOverEncumbered()Native

        Returns if the actor is currently over-encumbered.

      • boolfunctionIsPlayersLastRiddenHorse()Native

        Checks to see if this actor is the horse the player last rode.

      • boolfunctionIsPlayerTeammate()Native

        Checks to see if this actor is currently a teammate of the player

      • boolfunctionIsRunning()Native

        Checks to see if this actor is currently running (as opposed to, say, walking or sprinting). Does not work if the actor is running backward.

      • boolfunctionIsSneaking()Native

        Checks to see if this actor is currently sneaking.

      • boolfunctionIsSprinting()Native

        Checks to see if this actor is currently sprinting.

      • boolfunctionIsTrespassing()Native

        Is this actor trespassing?

      • boolfunctionIsUnconscious()Native

        Is this actor currently unconscious?

      • boolfunctionIsWeaponDrawn()Native

        Has this actor drawn his weapon and/or spell?

      • voidfunctionKeepOffsetFromActor(ActorarTarget, floatafOffsetX, floatafOffsetY, floatafOffsetZ, floatafOffsetAngleX=0.0, floatafOffsetAngleY=0.0, floatafOffsetAngleZ=0.0, floatafCatchUpRadius=20.0, floatafFollowRadius=5.0)Native

        Forces the specified actor into a state where it will attempt to keep a given offset from another actor

      • voidfunctionKill(ActorakKiller=NONE)Native

        Kills this actor with the passed-in actor being the culprit.

      • voidfunctionKillEssential(ActorakKiller=NONE)

        Kills this actor with the passed-in actor being the culprit, even if he is essential.

      • voidfunctionKillSilent(ActorakKiller=NONE)Native

        Kills this actor with the passed-in actor being the culprit, but without a kill event.

      • voidfunctionModActorValue(stringasValueName, floatafAmount)Native

        Modifies the specified actor value on the actor.

      • voidfunctionModAV(stringasValueName, floatafAmount)

        Alias for ModActorValue - modifies the specified actor value

      • voidfunctionModFactionRank(FactionakFaction, intaiMod)Native

        Modifies this actor's rank in the specified faction. Will not remove an actor from a faction.

      • voidfunctionMoveToPackageLocation()Native

        Determines where an actor should be placed, based on the running procedure(s) of the actor's current package, and places them there.

      • voidfunctionOpenInventory(boolabForceOpen=false)Native

        Opens this actor's inventory. Will only open inventory on player's teammates unless told to force it open.

      • boolfunctionPathToReference(ObjectReferenceaTarget, floatafWalkRunPercent)Native

        Makes the actor path to the target reference at a given speed.

      • boolfunctionPlayIdle(IdleakIdle)Native

        Plays the idle passed.

      • boolfunctionPlayIdleWithTarget(IdleakIdle, ObjectReferenceakTarget)Native

        Plays the Idle passed and overrides the actor's target with the given target. If no target is passed, then the idle will use the actor's current target instead.

      • voidfunctionPlaySubGraphAnimation(stringasEventName)Native

        Send an event to the subgraphs of an actor.

      • voidfunctionRemoveFromFaction(FactionakFaction)Native

        Removes this actor from the specified faction. If the faction was the actor's crime faction, the actor's crime faction will be cleared.

      • voidfunctionRemoveFromAllFactions()Native

        Remove this actor from all factions they are a member of.

      • voidfunctionRemovePerk(PerkakPerk)Native

        Removes the specified Perk from this actor.

      • boolfunctionRemoveShout(ShoutakShout)Native

        Removes the specified shout from this actor.

      • boolfunctionRemoveSpell(SpellakSpell)Native

        Removes the specified spell from this actor.

      • voidfunctionResetHealthAndLimbs()Native

        Resets this actor's health and restores all his limbs.

      • voidfunctionRestoreActorValue(stringasValueName, floatafAmount)Native

        Restores (or "heals") damage done to the specified actor value on this actor.

      • voidfunctionResurrect()Native

        Resurrects this actor.

      • voidfunctionRestoreAV(stringasValueName, floatafAmount)

        Alias for RestoreActorValue - restores damage done to the actor value

      • voidfunctionSendAssaultAlarm()Native

        Have this actor behave as if he was assaulted by the player.

      • voidfunctionSendLycanthropyStateChanged(boolabIsWerewolf)Native

        Tells anyone who cares that the lycanthropy state of this actor has changed.

      • voidfunctionSendTrespassAlarm(ActorakCriminal)Native

        Have this actor pretend he caught the specified criminal trespassing.

      • voidfunctionSendVampirismStateChanged(boolabIsVampire)Native

        Tells anyone who cares that the vampirism state of this actor has changed.

      • voidfunctionSetActorValue(stringasValueName, floatafValue)Native

        Sets the base value specified actor value on the actor to the passed-in value. Any modifiers are left intact.

      • voidfunctionSetAlert(boolabAlerted=true)Native

        Set or clear this actor's alerted state.

      • voidfunctionSetAllowFlying(boolabAllowed=true)Native

        Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.

      • voidfunctionSetAllowFlyingEx(boolabAllowed=true, boolabAllowCrash=true, boolabAllowSearch=false)Native

        Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor. This is an extended version of Actor.SetAllowFlying(...).

      • voidfunctionSetAlpha(floatafTargetAlpha, boolabFade=false)Native

        Sets this actor's alpha value, optionally fading them to that value rather then popping.

      • voidfunctionSetAttackActorOnSight(boolabAttackOnSight=true)Native

        Flags this actor to be attacked by all actors when detected

      • voidfunctionSetAV(stringasValueName, floatafValue)

        Sets the base value specified actor value on the actor to the passed-in value. Any modifiers are left intact.

      • voidfunctionSetBribed(boolabBribe=true)Native

        Flags this actor as bribe by the player

      • voidfunctionSetCrimeFaction(FactionakFaction)Native

        Sets the Faction this actor reports crimes to. You may pass None to clear out the crime faction on the actor. If the actor does not currently belong to the crime faction, it will be added to that faction.

      • voidfunctionSetCriticalStage(intaiStage)Native

        Sets this actor's current critical stage, along with applying any related effects.

      • voidfunctionSetDoingFavor(boolabDoingFavor=true)Native

        Set or clear this actor's "doing favor" status.

      • voidfunctionSetDontMove(boolabDontMove=true)Native

        Flags this actor as "don't move" or not.

      • voidfunctionSetExpressionOverride(intaiMood, intaiStrength=100)Native

        Sets an expression override on this actor. This prevents any other system (like AI or dialogue) from changing the expression until the override is cleared.

      • voidfunctionSetEyeTexture(TextureSetakNewTexture)Native

        Forces a new eye texture on the actor. This will only last until the actor reloads their 3D.

      • voidfunctionSetFactionRank(FactionakFaction, intaiRank)Native

        Sets this actor's rank in the specified faction. Adds the actor to the faction if necessary.

      • voidfunctionSetForcedLandingMarker(ObjectReferenceaMarker)Native

        Sets a specific ObjectReference (preferably a landing marker) as the place at which this actor must land from flight.

      • voidfunctionSetGhost(boolabIsGhost=true)Native

        Flags this actor as a ghost or not.

      • voidfunctionAddToFaction(FactionakFaction)

        Adds the Actor to a specified Faction at rank 0. If the Actor is already in the faction, this function does nothing.

      • voidfunctionSetHeadTracking(boolabEnable=true)Native

        Turns on and off this actor's head tracking.

      • voidfunctionSetIntimidated(boolabIntimidate=true)Native

        Flags this actor as intimidated by the player

      • voidfunctionSetLookAt(ObjectReferenceakTarget, boolabPathingLookAt=false)Native

        Forces this actor to look at the target. Optionally, will also cause them to set it as their pathing target as well, which means they will walk relative to it (backwards and facing it when walking away, for example).

      • voidfunctionSetNoBleedoutRecovery(boolabAllowed)Native

        Sets whether this actor can recover from bleedout or not.

      • voidfunctionSetNotShowOnStealthMeter(boolabNotShow)Native

        Sets this actor to not affect the detection level on the stealth meter if he is not hostile to the player

      • voidfunctionSetOutfit(OutfitakOutfit, boolabSleepOutfit=false)Native

        Change the default or sleep Outfit for this actor.

      • voidfunctionSetPlayerControls(boolabControls)Native

        Set the actor as being controlled (or not controlled) by the player's controls.

      • voidfunctionSetPlayerResistingArrest()Native

        Flags the player as resisting arrest from this actor's faction.

      • voidfunctionSetPlayerTeammate(boolabTeammate=true, boolabCanDoFavor=true)Native

        Flags this actor as a teammate of the player or not. Once an NPC becomes a teammate, the following becomes true:

        1. NPC will sneak if the player sneaks, stop sneaking if the player stops sneaking.
        2. NPC will draw a weapon if the player draws a weapon.
        3. NPC will equip their best armor (instead of wearing their default Outfit)
        4. Crimes committed by the NPC are considered crimes the player has committed.
        5. (Optional) NPC can be issued commands.
      • voidfunctionSetRace(RaceakRace=NONE)Native

        Change actors Race and reload his art.

      • voidfunctionSetRelationshipRank(ActorakOther, intaiRank)Native

        Sets the relationship rank between this actor and another.

      • voidfunctionSetRestrained(boolabRestrained=true)Native

        Flags this actor as restrained or not. Restrained actors will not move from their current position, but will continue to "think" (pick packages, run detection so they could yell alarms) and go into dialogue.

      • voidfunctionSetSubGraphFloatVariable(stringasVariableName, floatafValue)Native

        Set a variable on all of an actor's sub graphs.

      • voidfunctionSetUnconscious(boolabUnconscious=true)Native

        Set or clear this actor's unconscious status. Unconscious actors cannot move or "think" - pick packages, yell alarms etc.; actors also cannot be talked to or pickpocketed in this state.

      • voidfunctionSetVehicle(ObjectReferenceakVehicle)Native

        Attaches the actor to a horse, cart, or other vehicle -- or detaches it from its current vehicle.

      • voidfunctionSetVoiceRecoveryTime(floatafTime)Native

        Sets this actor's voice recovery time.

      • voidfunctionShowBarterMenu()Native

        Shows the barter menu for this actor.

      • intfunctionShowGiftMenu(boolabGivingGift, FormListapFilterList=NONE, boolabShowStolenItems=false, boolabUseFavorPoints=true)Native

        Shows the gift menu for this actor.

      • voidfunctionStartCannibal(ActorakTarget)Native

        Has the actor feed on a dead actor

      • voidfunctionStartCombat(ActorakTarget)Native

        Attempts to get this actor to initiate combat with the target.

      • voidfunctionStartDeferredKill()Native

        Puts the actor into a Deferred Kill state. In this state, the actor can take damage but will not die. You can check the actor's Health, if it's <= 0 then you know the actor is dead. Bring the actor out of the deferred kill state by calling Actor.EndDeferredKill(). Until you do this, the actor will not be able do die.

      • voidfunctionStartVampireFeed(ActorakTarget)Native

        Has the actor vampire feed on a sleeping actor

      • voidfunctionStopCombat()Native

        Removes this actor from combat.

      • voidfunctionStopCombatAlarm()Native

        Stop all combat and alarms against this actor.

      • boolfunctionTrapSoul(ActorakTarget)Native

        Attempts to trap the soul of the target actor in a soul gem in the inventory of the calling actor. Returns success/failure.

      • voidfunctionUnequipAll()Native

        Forces this actor to unequip all currently equipped items.

      • voidfunctionUnequipItem(FormakItem, boolabPreventEquip=false, boolabSilent=false)Native

        Forces this actor to unequip the specified item, preventing equipping if requested. Updated to remove the item from the left hand weapon slot too.

      • voidfunctionUnequipItemSlot(intaiSlot)Native

        Forces this actor to unequip all armor on the given slot.

      • voidfunctionUnequipShout(ShoutakShout)Native

        Forces this actor to unequip the specified shout.

      • voidfunctionUnequipSpell(SpellakSpell, intaiSource)Native

        Forces the actor to equip the specified spell in the specified source.

      • voidfunctionUnLockOwnedDoorsInCell()Native

        This actor will unlock all the doors that he qualifies for ownership in his current parentcell

      • boolfunctionWillIntimidateSucceed()Native

        Returns whether or not an intimidation attempt by the player on this actor will succeed or not.

      • boolfunctionWornHasKeyword(KeywordakKeyword)Native

        Checks to see if anything worn by this actor has the specified keyword attached.

      • voidfunctionStartSneaking()Native

        Forces this actor to start sneaking.

      • voidfunctionDrawWeapon()Native

        Forces this actor to draw his weapon.

      • voidfunctionForceMovementDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)Native

        **** For Debugging Movement Animations (not in release builds) ****
        Forces the movement direction on the actor
        afXAngle, afYAngle and afZAngle are in degrees

      • voidfunctionForceMovementSpeed(floatafSpeedMult)Native

        Forces the movement speed on the actor
        afSpeedMult is a speed multiplier based on the current max speeds

        • 0 -> 1 Scales between 0 and the Walk speed
        • 1 -> 2 Scales between Walk speed and Run Speed
        • 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
      • voidfunctionForceMovementRotationSpeed(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0)Native

        Forces the movement rotation speed on the actor
        Each component of the rotation speed is a multiplier following these rules:

        • 0 -> 1 Scales between 0 and the Walk speed
        • 1 -> 2 Scales between Walk speed and Run Speed
        • 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
      • voidfunctionForceMovementDirectionRamp(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0, floatafRampTime=0.1)Native

        Ramps the movement direction on the actor to the passed in value over the passed in time
        afXAngle, afYAngle and afZAngle are in degrees
        afRampTime is in seconds

      • voidfunctionForceMovementSpeedRamp(floatafSpeedMult, floatafRampTime=0.1)Native

        Ramps the movement speed on the actor to the passed in value over the passed in time
        afSpeedMult is a speed multiplier based on the current max speeds

        • 0 -> 1 Scales between 0 and the Walk speed
        • 1 -> 2 Scales between Walk speed and Run Speed
        • 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
          afRampTime is in seconds
      • voidfunctionForceMovementRotationSpeedRamp(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0, floatafRampTime=0.1)Native

        Ramps the movement rotation speed on the actor to the passed in value over the passed in time
        Each component of the rotation speed is a multiplier following these rules:

        • 0 -> 1 Scales between 0 and the Walk speed
        • 1 -> 2 Scales between Walk speed and Run Speed
        • 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
          afRampTime is in seconds
      • voidfunctionForceTargetDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)Native

        Sets the target movement direction on the actor
        afXAngle, afYAngle and afZAngle are in degrees

      • voidfunctionForceTargetSpeed(floatafSpeed)Native

        Sets the target movement speed on the actor
        afSpeedMult is a speed multiplier based on the current max speeds

        • 0 -> 1 Scales between 0 and the Walk speed
        • 1 -> 2 Scales between Walk speed and Run Speed
        • 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
      • voidfunctionForceTargetAngle(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)Native

        Sets the target facing angle on the actor
        afXAngle, afYAngle and afZAngle are in degrees

      • voidfunctionClearForcedMovement()Native

        Clears any forced movement on the actor and return it to its standard state

      • FormfunctionGetWornForm(intslotMask)Native

        Returns the form of the item worn with the specified slotMask. (This function requires SKSE)

      • intfunctionGetWornItemId(intslotMask)Native

        returns the itemId for the item worn at the specified slotMask

      • FormfunctionGetEquippedObject(intlocation)Native

        Returns the object currently equipped in the specified location.

      • intfunctionGetEquippedItemId(intlocation)Native

        This function appears to be broken, always returning zero.

      • intfunctionGetSpellCount()Native

        Returns the number of added spells for the actor. (This function requires SKSE)

      • SpellfunctionGetNthSpell(intn)Native

        Returns the specified added spell for the actor. (This function requires SKSE)

      • voidfunctionQueueNiNodeUpdate()Native

        Updates modifications such as HeadParts or ArmorAddons changes for the actor. (This function requires SKSE)

      • voidfunctionRegenerateHead()Native

        Updates an Actor's head mesh.

      • voidfunctionEquipItemEx(Formitem, intequipSlot=0, boolpreventUnequip=false, boolequipSound=true)Native

        Forces this actor to equip the first item in the specified form's extralist to the specified slot.

      • voidfunctionEquipItemById(Formitem, intitemId, intequipSlot=0, boolpreventUnequip=false, boolequipSound=true)Native

        Forces this actor to equip the specified item to the specified slot.

      • voidfunctionUnequipItemEx(Formitem, intequipSlot=0, boolpreventEquip=false)Native

        Forces this actor to equip the specified item at the specified slot.

      • voidfunctionChangeHeadPart(HeadParthPart)Native

        Adds a headpart, if the type exists it will replace, must not be misc type

      • voidfunctionReplaceHeadPart(HeadPartoPart, HeadPartnewPart)Native

        Replaces a headpart on the loaded mesh does not affect ActorBase
        Both old and new must exist, and be of the same type

      • voidfunctionUpdateWeight(floatneckDelta)Native

        Visually updates the actors weight.

      • boolfunctionIsAIEnabled()Native

        Checks whether the actors AI is enabled.

      • voidfunctionResetAI()Native

        Resets Actor AI

      • boolfunctionIsSwimming()Native

        Checks to see if this actor is currently swimming.

      • voidfunctionSheatheWeapon()Native

        Forces this actor to sheathe his weapon.

      • Returns the reference of the furniture the actor is currently using

      • voidfunctionSetExpressionPhoneme(intindex, floatvalue)Native

        0 - "Aah"
        1 - "BigAah"
        2 - "BMP"
        3 - "ChJSh"
        4 - "DST"
        5 - "Eee"
        6 - "Eh"
        7 - "FV"
        8 - "I"
        9 - "K"
        10 - "N"
        11 - "Oh"
        12 - "OohQ"
        13 - "R"
        14 - "Th"
        15 - "W"

      • voidfunctionSetExpressionModifier(intindex, floatvalue)Native

        0 - "BlinkLeft"
        1 - "BlinkRight"
        2 - "BrowDownLeft"
        3 - "BrowDownRight"
        4 - "BrowInLeft"
        5 - "BrowInRight"
        6 - "BrowUpLeft"
        7 - "BrowUpRight"
        8 - "LookDown"
        9 - "LookLeft"
        10 - "LookRight"
        11 - "LookUp"
        12 - "SquintLeft"
        13 - "SquintRight"
        14 - "HeadPitch"
        15 - "HeadRoll"
        16 - "HeadYaw"

      • voidfunctionResetExpressionOverrides()Native

        Resets all expression, phoneme, and modifiers

      • Faction[]functionGetFactions(intminRank, intmaxRank)Native

        Returns an array of Factions the Actor is a member of filtered by the Actors rank. (Maximum Range of -128 to 127)

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